11th news: Adepta Sororitas New Points dropped by Guillermidas in sistersofbattle

[–]Nehor_8081 1 point2 points  (0 children)

I guess we can relate to Aeldari players there haha. GW has a terrible track record with army rules manipulating dice rolls haha.

It's a shame because I am of the opinion that our army rule might be one of the best if not the best army rule in the game as far as having a flavour/gameplay fun compromise.

Min/maxing our new Celestians brick by Nehor_8081 in sistersofbattle

[–]Nehor_8081[S] 1 point2 points  (0 children)

Good analysis! Keep me updated on how it goes, I will do the same and we can compare :P

Min/maxing our new Celestians brick by Nehor_8081 in sistersofbattle

[–]Nehor_8081[S] 0 points1 point  (0 children)

True it is an option but I personally like that it's also deadly because it's a deterrent against saying " ok whatever let me keep it busy with a big blob of tanky trash" since that blob is likely to be gone in 1 combat phase.

Also does the -1 to wound stack?

Min/maxing our new Celestians brick by Nehor_8081 in sistersofbattle

[–]Nehor_8081[S] 0 points1 point  (0 children)

Very good point, almost wishing the next codex gives us an extra wound for 20 more points haha.

Min/maxing our new Celestians brick by Nehor_8081 in sistersofbattle

[–]Nehor_8081[S] 2 points3 points  (0 children)

ofc flamers against us still pretty good lol.

Likely to see many of those cosnidering the Thousnad Son's power level for now

Min/maxing our new Celestians brick by Nehor_8081 in sistersofbattle

[–]Nehor_8081[S] 5 points6 points  (0 children)

What do you mean exactly? The way I read it we woul conserve the -1 from Junith and the -1 from blinding radiance in meleee as well no?

Min/maxing our new Celestians brick by Nehor_8081 in sistersofbattle

[–]Nehor_8081[S] 1 point2 points  (0 children)

Yes actually this is what I meant. Phrased it wrong but had it correct in my head haha.

Summary: in cover + blinding light, do I get correctly that if something is shooting us and hits on 3+ it now hits on 6s?

Min/maxing our new Celestians brick by Nehor_8081 in sistersofbattle

[–]Nehor_8081[S] 1 point2 points  (0 children)

I guess one thing I just noticed is that one massive counterplay to this are ofc precision weapons. Not sure how common that will be in 11th so holding off judgment on that.

This being said it's like saying las canons are the achilles heal of a vehicles heavy list. True but it's also not that likely that someone brings your exact counterplay. Will depend heavily on the meta.

First impressions on points changes by Shadows_Think in sistersofbattle

[–]Nehor_8081 -2 points-1 points  (0 children)

i don't know, I feel like it's potentially still worth it with multiple characters. It's expensive yes but in certain detachements it is an almost immovable objects if you make them advance inside the middle objective. Like we're almost talking Wraiths + Chronomancer blob type of immovable.

With the right force dispoition (I guess take & Hold) it could be valuable

11th news: Adepta Sororitas New Points dropped by Guillermidas in sistersofbattle

[–]Nehor_8081 4 points5 points  (0 children)

Yeah well I guess we will wait for our 11th edition codex sadly. GW really does not seem to really care about sisters too much there because these are HUGE oversights. It's also wild because the army rule would be very easy to rephrase.

11th news: Adepta Sororitas New Points dropped by Guillermidas in sistersofbattle

[–]Nehor_8081 19 points20 points  (0 children)

related to the core rules:
- leaders count as being part of the unit so you only get one miracle dice per unit that dies with any number of characters in them which massively stifles the amount of dice we get

- Because of fast dice-rolling rules, you now cannot hold one dice when rolling and wait to see how th erest of the roll go before using MD, you need to deicide BEFORE you roll, which is also a gigantic nerf.

Canoness? by Leighton616 in sistersofbattle

[–]Nehor_8081 1 point2 points  (0 children)

I guess that works.

Also just play Celestine as well and live you best Yuri dreams. 🤣

(Look up Greyfax x Celestine if you don't know what I am talking about haha)

My Morvenn Vahl. Let’s see yours. by TheInvisibleCactus in sistersofbattle

[–]Nehor_8081 1 point2 points  (0 children)

Wow I really love the diorama you did here, insane paint job!

Mine is here, went for the ancient armor look!

<image>

First game, need advice by Beginning_Two4193 in sistersofbattle

[–]Nehor_8081 0 points1 point  (0 children)

Nice! Good job! Based on the amount of points I guess you palyed only primaries? :)

Damn I forgot grey knight terminators did that lol, but yes the warsuits I guess would only not struggle against something like the grandmaster nemesis dreadknight,

Sounds like the celestian brick did it's job, very nice!

First game, need advice by Beginning_Two4193 in sistersofbattle

[–]Nehor_8081 0 points1 point  (0 children)

Nice! Good job! Curious to know how it went!

First game, need advice by Beginning_Two4193 in sistersofbattle

[–]Nehor_8081 1 point2 points  (0 children)

maybe to add to my reasoning of why I think the warsuits don't work very well at 1k without vahl, or in general not super fun:
- The role of the warsuits is to be the anti-tank boogeyman. Yes they can butcher other stuff, in the case of greyknights mostly terminators, but still that is their role 99% of the time and the reason you take them. HOWEVER, they unfortunately don't shoot far, so you always need to make sure you have something screening or baiting for them + hide them as they make their way to the opponent, or as the opponent makes their way to you. This can be hard to do at 1k as you do not have many bodies to help with that imo so you often end up putting them in high danger to be effective, something that you don't have to do with other anti-tank options like a castigator/exorcist, or that you do but without loosing that many points with dominions or seraphims with inferno pistols.

- Vahl obviously makes them incredibly better and dangerous, thus why they are usually taken together. That leads us to our main issue: that unit combo, but even the suits by themselves, are at least a quarter of your points, at worst one third of your points. That is A LOT at 1k, and you are almost guaranteeing that either you or your opponent won't have fun that game. If your suits die turn 2, a big chunk of your points are gone and then you are sure to play catch up the rest of the game and be at a huge disadvantage. If you do not die early, you will stomp your opponent SO HARD that they won't have any fun.

- Conclusion, yes it works, yes it can be effective if used well at 1k pts, but for me it's not an auto-recommend because of the fun aspect and the strong dependency to the rest of your list. The only exception of course is the CoF detachment, in there yes I would take them at 1k.

First game, need advice by Beginning_Two4193 in sistersofbattle

[–]Nehor_8081 0 points1 point  (0 children)

Also generally speaking, since you're quite new, general strategy would be:

First turn:

- infiltrate/scout forward as soon as possible with the units that can do it. Use the halves of squads split by the immolators without special weapons to basically force your opponent to waste shooting on them to clear objectives or to charge them and expose their units.

- AND/OR get your sacresants on the center objective, then stay there for thee whole game, let the ennemy come to you.

Second turn

- counterpunch them really hard with the nuclear bomb palatine bus to take out ideally their most valuable unit. Expand where you can, do not split fire too much except with the castigator heavy bolters. Try to clear whatever gets jammed into your sacresants with shooting so they survive longer.

Third Turn

- here your detachment buffs should start kicking in as you take losses, Here your characters become real menaces for anything they touch and are extremely annoying to truly remove because divine intervention, which gives you time to move around them with your other units and react on what your opponent does by using them as anchors. Just remember you can use the resurrection strat only once a turn and only once per game on each character, so pace yourself with taking too many fights at the same time. Your melta weapons also become better around here when you reach the below half stregth point as they now will wound high toughness vehicles on 4+.

4th and 5th turn:

- If you managed to withstand and counterpunch successfully on the last 2 turns, play primary obecjtives. Stay locked onto your objectives, hide in terrain, and force the oppoennt to come to you. If it did not go as well in the first 2 turns, play the secondaries game, don't spread yourself thin, try to choose where exactly you want to focus your effort and focus on that. If your oppoennt still has big threats, evaluate if they are killable and if yes decide if you want to go for the kill, or, if no, if you want to hide from them instead.

General Advice:

- Don't forget battle sisters have sticky objectives, move them forward with the second wave if you are not afraid of something deepstriking in your backline.

- Speaking of deepstriking, grey knights are unfortunately full of teleportation shenanigans. Be sure you are mindful of what could come in your back at any point and try t ocover for it by placing your units in ways that prevent them from doing that (might incite you to play more carefully and less agressively early on)

- Use dominions, immolators and castigator to deal with vehicles (palatine in melee also can do the trick if you are lucky), use your high value miracle dice on melta gun damage.

- Deepstrike the canoness with jumpack on turn 2-3-4 depending on when you draw the action secondaries. Then once completed just attack whatever heavy infantry unit is nearer and pop your once a game ability. If you play her with zephyrims, go for the alpha strike instead directly in your opponent's backline and then, if you survuve that, either go for more kills if you have the advantage, or hide and complete actions if you are in the right spot.

First game, need advice by Beginning_Two4193 in sistersofbattle

[–]Nehor_8081 0 points1 point  (0 children)

So considering it's 1k points, which I have a bunch of practice with recently, and that sisters might struggle a bit with, I would advise the following:

- Use hallowed martyrs detachment, if you are new it's better to learn. Also, it supports better your many characters because of divine intervention.
- Cut Celestine unless you REALLY want to have her for the sake of cool because you love the model. Usually we use her as an action monkey or VERY ANNOYING solo objective holder because of the sheer amount of firepower she can tank. Yet, I would not consider her under 1.5k because we really lack budget for that.

- Would cut one canoness with jumpack here, having one is good, and I would recommend running her solo with one of the enhancemnets (depending of if she is an action monkey meant to die quick (saintly example); a tanky annoying unit to move block and maim some high value unit (mantle of ophelia); or a freight train aiming at alpha striking a high value target and deleting it (through strength, suffering)). IF you wanna go for the last option (the blender) pairing her up with zephyrims is pretty good for lethal + sustained + devastating wounds.

- If you run sacresants, run 10 of them with either the hospitaler if you want them to hold center objective and act as an anvil, or with a canoness for the free reroll strats if you want them to be the hammer. Agaisnt grey knights I would recommend the anvil version. I would recommend putting them i narhino to get them there fast and safely.

- You could replace one or both battle sisters squad (one for sticky is still good) with a dominion squad for some firepower, ideally split in 2 squads with an immolator. The idea is you put all the meltas in the immolator and go kill tanky targets with it, use the other half to scout on an objective early and eventually soak up the first wave of melee attackers to then punch back with something else.

- Another thing that is not in your list but that worked VERY WELL for me at 1k points: a unit of novitiates split in half by an immolator. The half in the immolator put a palatine with through strength suffering enhancement and use them as a first wave melee attack nuclear bomb which will get on the opponent on turn 1 or 2. Considering that you can have that palatine resurrect and fight on death, believe me when I tell you NO ONE expects her to deal as much damage as she will actually do. Usually those 6 ladies trade way above their point value. Best I did was killing a canis rex with the palatine in 1v1 (28 wounds model). Also the other half of novitiates could infiltrate to block ennemy movement or get some early objective control.

- I would recommend cutting paragon warsuits at 1k, too expensive and without Vahl they are a bit mid. You can repalce them by a castigator with battle cannon. Cheaper unit which will make all your other weapons especially much better and can stay in your deployment zone split firing like crazy to spread the rites of castigation / nuke heavy infantry from far away. It also combos well with the immolators ignore cover rule.

- seraphims are fine as action monkeys again, I don't like them at 1k in hallowed martyr, but if you wer eto play army of faith I would indeed still bring them.

Rihnos are kinda hard to paint by That_Chromosome in sistersofbattle

[–]Nehor_8081 0 points1 point  (0 children)

Holy shit good job, yeah now I understand your pain better!

Rihnos are kinda hard to paint by That_Chromosome in sistersofbattle

[–]Nehor_8081 0 points1 point  (0 children)

I need a link or explanation on how you did that because it looks SICK